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Cache Vello render output as stitchable textures (#3722)
* WIP render caching * Hook up render cache to render pipeline * Fixed offsets * Initial cleanup * Integrate cache with context invalidation * Cleanup * Improve rounding and reduce tile size to fix vello not rendering * Include pointer position in cache key * Avoid unwraps and zero sized textures * Destroy textures after blitting to surface * Fix context dependencies * Exclude footprint from render params * Batch animation frame messages * Add vello max render size to preference dialogue * Remove unused import * Reorder vello preference * Clean up preferences dialog * Apply review suggestions * Cap max render region size --------- Co-authored-by: Keavon Chambers <keavon@keavon.com>
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@@ -370,6 +370,8 @@ impl NodeRuntime {
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executor.context.queue.submit([encoder.finish()]);
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surface_texture.present();
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// TODO: Figure out if we can explicityl destroy the wgpu texture here to reduce the allocation pressure. We might also be able to use a texture allocation pool
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let frame = graphene_std::application_io::SurfaceFrame {
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surface_id: surface.window_id,
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resolution: logical_resolution,
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